D&D 5e: Treasure Averages

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I revisited and expanded my treasure counts from this post. This is basically a way to determine whether you’re giving out treasure in line with what the DMG assumes (I suspect most people are not; all totaled like this, it feels like more than I’ve seen in most campaigns I’ve played in). Obviously, you can give more or less for your table, but I suspect with the way it’s locked behind random tables, incidental loot, and variable numbers of hoard per tier, most DMs don’t even know what is anticipated.

Overview

Based on DMG suggestions, a party of four PCs should acquire the following values across the tiers of play:

TierLevelsTotal GP ValueMagic ItemsHoard ValueIndividual ValueMagic Value
11-410,20372%2,6301807,393
25-10142,03436%81,7978,83551,402
311-16852,53342%434,55055,873362,110
417-203,824,97723%2,688,200254,100882,677
 Items
TierCommonUncommonRareVery RareLegendary
15.45.71.9  
2916.26.81 
33.67.910.98.31.3
4 0.25.214.26.4

For example, across the entirety of tier 1 (levels 1-4), the party should find 10,203 gp value of treasure, 72% of it in magic items (or 2,630 gp value in hoards, 180 gp value in individual treasure, and 7,393 gp value in magic items). That magic item value is on average made up of about 5 common items, 6 uncommon, and 2 rare.

Increase the GP Value (and items awarded) proportionately for parties larger or smaller than four.

When awarding magical items, this table assumes that the GP Value of the item is in the middle of its range, or:

  • Common: 75 gp
  • Uncommon: 300 gp
  • Rare: 2,750 gp
  • Very Rare: 27,500 gp
  • Legendary: 75,000 gp

For example, if you award a Rare item, remove 2,750 gp from the budget for that tier.

Mathematical Figuring

Hoard Wealth

Page 133 of the DMG suggests that a typical party has seven hoards at Tier 1, eighteen at Tier 2, twelve at Tier 3, and eight at Tier 4.

The average of the cash treasure (including gems and art) on these treasure tables are as follows:

Hoard gp value
CR 0-4375.70
CR 5-104,544.30
CR 11-1636,212.50
CR 17+336,025.00

Thus, the number of hoards expected per tier indicate that the total average value is:

Hoard Value
1-42,630
5-1081,797
11-16434,550
17+2,688,200

Individual Encounters

The averages of the individual cash awards on page 136 of the DMG break down as follows:

Individual gp value
CR 0-44.97
CR 5-1092.50
CR 11-16946.75
CR 17+8,470.00

Assuming this is awarded as the “pocket change” for a medium encounter, the following are the expected total number of encounters if you only had medium encounters of the correct level:

LevelEncountersGP/EncounterTotal GP
16530
26530
312560
412560
517931,581
615931,395
715931,395
816931,488
914931,302
1018931,674
1199478,523
12109479,470
1399478,523
14109479,470
151194710,417
16109479,470
1710847084,700
1810847084,700
1910847084,700

Thus, for the following tiers, this is the total GP accumulated from individual encounters:

  1. 180
  2. 8,835
  3. 55,873
  4. 254,100

Magic Items

The hoard tables also include rolls on magic item tables. Averaging the chances for each table, each tier has the following average number of rolls per table:

Mix of Magic Items
1-4A x 6, B x 3, C x 2, F x 2
5-10A x 10, B x 9, C x 5, D x 1, F x 6, G x 2
11-16A x 4, B x 6, C x 9, D x 5, E x 1, F x 1, G x 2, H x 3, I x 1
17+C x 4, D x 9, E x 6, G x 1, H x 2, I x 4

The rarity of items on each table breaks down as follows:

CURVRLValue
A901098
B100300
C4962,652
D19927,253
E505051,250
F100300
G2982,701
H269225,471
I4128466,410

Taking the average value of items at each rarity (as discussed above), you can give an approximate value to each table, on the right of above table.

Finally, combining that average value with the number of rolls for each table per tier, you get the following total values for magic items:

Magic
1-47,393
5-1051,402
11-16362,110
17+882,677

Planescape in 5e: Protective Items

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Solamnic Plate

Armor +1 (Full Plate), rare

Keywords: Krynn, Colorful, Metallic, Mystic, Prophetic, Protective

You have a +1 bonus to AC while wearing this armor.

This suit of shiny steel plate is embossed with images of crowns, swords, and roses, and is quite recognizable to expatriates from Krynn (making it dangerous to wear if one is not a Knight of Solamnia). It seems attuned to tidal forces, making it easy for you to, with some practice, sense the rough time of day and phase of the moon. If the Krynn keyword is matched, non-good wearers suffer a level of exhaustion upon donning it and with each sunrise while wearing it.

If the colorful or metallic keywords are matched, you have advantage on saving throws (or spell attackers have disadvantage) against spells that deal Radiant damage, or which have “color” in their name, as the armor’s mirror sheen reflects these attacks. 

If the mystic, prophetic, or three other keywords are matched, the armor and its wearer are increased in importance for any spells that attempt to divine the future, should they feature in these prophecies.

If the protective keyword or at least four other keywords are matched, once per day, you may spend Inspiration to take no damage from an attack or effect from a spell that could plausibly harmlessly strike the item instead of you.

Efreeti’s Splendor

Armor +1 (Breastplate), rare

Keywords: Elemental Fire, Evil, Colorful, Hot, Invisible, Metallic

You have a +1 bonus to AC while wearing this armor.

This item is made of polished and adorned brass, but is as strong as steel, and, if closely observed, ripples like fire even in steady light. 

It is always slightly warm, which can be helpful in a dangerously cold environment. It cannot be damaged or destroyed by anything less than the most extreme heat or fire. It normally doesn’t pass this immunity on to the bearer, but at least it will survive the firestorm intact. It never becomes uncomfortably warm, including ignoring the effects of heat metal if directed at the item. If the hot keyword or at least two other keywords are matched, you can use your reaction to gain Fire Resistance against a single attack or spell. If all keywords are matched, this Resistance upgrades to Fire Immunity, and you gain Fire Resistance without using a reaction.

If the invisible or colorful keywords are matched, illusions cast upon you by yourself or an ally have doubled duration.

If the metallic or evil keywords are matched, you have advantage on Wisdom (Insight) checks to divine the true desires of a target whose reflection you can view in the breastplate (signifiers of that desire appearing around the target).

Dreamweave Jerkin

Armor +1 (Studded Leather), rare

Keywords: Astral, Cutting, Disjointed, Fluid, Mental, Metallic

You have a +1 bonus to AC while wearing this armor.

This armor seems to be woven of fabric made from fine silver threads with the studs of diamond-hard but lusterless glass. You retain this item even when having an out-of-body experience, but, unfortunately, when you are unconscious the armor always transfers to your dream-self: you lose all AC bonus from wearing the armor in this state (but at least it’s comfortable to sleep in). If it goes unworn for at least a week (by a sapient being), the armor has a 10% chance per week to disappear into the Astral from wherever it is stored.

If the mental keyword or at least three other keywords are matched, you gain Psychic Resistance.

If the metallic or fluid keywords are matched, you can will the armor to appear as some other form of clothing (though it always seems to be made of the same silver cloth). This does allow you to don or remove the armor as a bonus action.

If the disjointed or cutting keywords are matched, you gain Resistance against Psychic, Force, or Necrotic damage when the energy is delivered in the form of a blade (e.g., soulknife, spiritual weapon, shadow blade, etc.).

Token of Vlaakith’s Favor

Brooch of Shielding; Wondrous item, uncommon (requires attunement)

Keywords: Astral, Disjointed, Mental, Mystic, Smashing, Stonelike

While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell.

This simple, disc-shaped brooch appears to be composed of tightly woven fine silver threads with no other adornment save for the faint etching of a crown with five high points. You retain this item even when having an out-of-body experience. The item is likely recognizable to most gith, and may color their impression of the wearer if spotted (particularly if the wearer is not a githyanki).

If the mental keyword is matched, you additionally gain resistance to psychic damage. If the smashing keyword is matched, you additionally gain resistance to bludgeoning damage. If the stonelike keyword is matched, you additionally gain immunity to the petrified condition.

If the disjointed or mystic keywords are matched, this additionally functions as an amulet of proof against detection and location: While wearing this amulet, you are hidden from divination magic. You can’t be targeted by such magic or perceived through magical scrying sensors.

Planescape in 5e: Trickster’s Items

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Erato’s Bough

Weapon +1 (Shortbow), uncommon
Keywords: Feywild, Chaotic, Colorful, Disjointed, Toxic, Wooden

You have a +1 bonus to attack and damage rolls made with this magic weapon.

This shortbow was crafted from a fallen bough from one of the elder dryads with a deep role in the histories of the Olympian pantheon. It resembles cypress wood, seemingly grown and shaped more than crafted, and slowly regenerates damage dealt to it. It resists acid damage and other sources of decay.

It changes colors to match the seasons, and plays a musical sound like panpipes when fired rather than the distinctive thrum of a bow. This diffuse noise grants advantage to Dexterity (Stealth) checks to re-Hide when firing from stealth. If the colorful keyword or at least two other keywords are matched, targets struck by the bow have disadvantage on rolls to disbelieve auditory illusions until they complete a short or long rest.

The bow always teleports with its owner if it is close to hand. If it’s within ten feet of you when you are teleported, it appears at your feet wherever you land. It will even travel with you if the mode of transport normally will not include items. If the disjointed keyword or at least three other keywords are matched, you can use the bow to attack a space from which a target teleported since your last turn as if you were attacking the target (even if the target is now out of your range or line of sight), as the arrow forces its way through the momentary portal made.

You can apply poison to the bow and it will automatically transfer this to the arrows. If the toxic keyword or at least four other keywords are matched, attacks from the bow deal an additional 1d4 poison damage.

If the wooden or feywild keywords are matched, on a critical hit with the bow, a dryad appears adjacent to the target and acts as an ally on your turn (it is capable of taking reactions as soon as it appears, but does not receive actions until your next turn). It cannot move more than 30 feet from the spot it appeared, and disappears shortly after combat completes.

Night Flyer’s Goggles

Goggles of Night; Wondrous item, uncommon
Keywords: Khorvaire, Dark, Energetic, Metallic, Tempestuous, Confining

While wearing these dark lenses, you have darkvision out to a range of 40 feet plus 10 feet for each matched keyword. If you already have darkvision, wearing the goggles increases its range by the same distance.

These goggles appear too-well-made, as if mass-produced by purpose-built machinery. It may feature subtle mechanisms beyond the technology level of most worlds. It slowly repairs itself if broken, and attempts to speed the process of mending have advantage.

If the tempestuous keyword is matched, you take half damage from falling.

If the confining keyword is matched, you can remove unlocked restraints from you as a free action (such as a safety belt).

The Earthen Rod (of the Hex Staff)

Immovable Rod; Rod, uncommon

Keywords: Elemental Earth, Corrosive, Cutting, Dark, Stonelike, Toxic

This smooth, cylindrical rod is jointed at the center. You can use an action to rotate the rod a turn around this joint, which causes the rod to become magically fixed in place. Until you or another creature uses an action to rotate the rod back, it doesn’t move, even if it is defying gravity. The rod can hold up to 6,000 pounds of weight, plus 1,000 pounds per matched keyword. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 26 (+2 per matched keyword) Strength check, moving the fixed rod up to 10 feet on a success.

Made of dense black stone, this rod is slotted at either end as if it can be joined with similar rods to form a staff. If at least part of the rod is touching grounded stone or dense earth, its weight capacity is doubled and the DC to move it is increased by 4.

If the corrosive or toxic keywords are matched, when activated the rod creates an approximately-seven-foot diameter bubble centered on itself that prevents uncontained dangerous fluids from passing (e.g., poisonous or diseased water, sprays of acid, etc.). This sphere of protection provides total cover against acid arrow, poison spray, acid splash, and the like (but does not affect poisons or acids in containers or coating weapons). The sphere doesn’t filter the fluids, but restrains them if they are dangerous.

If the dark, cutting, or stonelike keywords are matched, when the rod is activated anyone touching it gains Necrotic, Slashing, or Bludgeoning Resistance (respectively).

Call of the Void

Ring of Feather Falling; Ring, rare (requires attunement)

Keywords: Baator, Lawful, Evil, Confining, Hot, Stonelike

When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling.

This ring appears to be made of black cast iron shot through with veins of fiery red rust with an almost feather-like motif. It is rough to the touch despite long use, but strong enough to not be in danger of falling apart. As long as you live, you must drop it through true accident or deliberately transfer ownership to lose it.

The ring is always immune to heat and being trapped. It doesn’t normally pass these abilities onto the wearer, but will never overheat and damage the wearer, or become trapped (e.g., pinned beneath stone). It cannot be transmuted into any other substance than its normal form (slightly reshaping itself to fit if the attuned wearer changes form to no longer have normally-sized fingers).

If the hot keyword or two other keywords are matched, you can double your jumping distance when leaping over open flames, lava, or similar sources of great heat. If the stonelike or three other keywords are matched, you can triple your jumping distance when leaping over pits or crevasses of stone or earth. If both effects are available and relevant (e.g., jumping over a stone channel full of lava), you quadruple your jumping distance.

If the confining or four other keywords are matched, when you are grappled or restrained, you can choose to end either condition as your move action on your turn if there is a ledge that is at least 10 feet above the next lower level within five feet of you. Upon doing so, you fall off the ledge.

If the evil keyword is matched, whenever you have the opportunity to shove a creature within five feet of you off of a ledge, you must make a wisdom saving throw to avoid doing so. The DC is 8 for a valued friend or true innocent, 12 for an ally, or 16 for an enemy.

If the lawful keyword is matched, you have advantage on attempts to shove (or opponents have disadvantage on saving throws against magical effects you use to reposition them).

Planescape in 5e: Mercurials

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This is my conversion of the Mercurial creature type from Doors to the Unknown, as well as the signature items designed for dealing with one. I opted to use Deva as a base, as it was pretty close to the original 2e implementation.

On one of the peaks of Mount Celestia is the realm of Beldaari, a land so deep into the plane of Lawful Good that it is almost beyond this pale cosmos. In this hyper-real forest, the beings of other planes seems lesser, barely real. Bathing in the light of their unnamed god of pure thought, the Mercurials exist in a state of contemplative bliss. While mostly similar to Devas, they have a strange ability to experience life from the bodies of other beings by shedding their own skin and bones. When they can be convinced to leave their home realm this ability to transcend their own form can make them profound allies to the Celestial forces, as they cannot be permanently harmed while they have left their flesh behind.

While most, beings of pure law and good, would only use this ability on the willing, and leave before doing harm, tales tell of one of their own that went mad. Lathuraz wished for a mighty weapon, had it granted by his god who could not believe betrayal was possible, and used it to cut his way free of his brethren, taking the forbidden portal into Sigil that opened on their land every 500 years. His brother, Zarulaz, trailing behind to try to stop him, he nonetheless wreaked havoc for centuries. When turned to evil, an unkillable, charismatic warlord who can steal the forms of his enemies can quickly amass a tremendous base of power. Finally, with the next blink cycle and the help of Zarulaz, Lathuraz was imprisoned behind one of the doors, awaiting heroes to gather the requisite tools to destroy him forever the next time the doors opened… or stand back as he began his conquest anew.

Mercurial

Medium celestial, lawful good

Armor Class 17 (natural armor)
Hit Points 136 (16d8 + 64)
Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 18 (+4) 17 (+3) 20 (+5) 20 (+5)

Saving Throws Wis +9, Cha +9

Skills Insight +9, Perception +9

Damage Immunities bludgeoning, piercing and slashing damage from nonmagical weapons

Damage Resistances radiant

Condition Immunities charmed, exhaustion, frightened

Senses darkvision 120 ft., passive Perception 19

Languages all, telepathy 120 ft.

Challenge 10 (5900 XP)

Borrow Form. The mercurial may shed its skin and bones as an action. They are left in the space this action was performed as an object with AC 13 and hit points equal to what the mercurial had upon leaving them. While standing in the same space as its skin and bones, the mercurial may re-enter them as an action, setting its hit points to the average of its current hit points and those remaining in the object. While outside of its skin, the mercurial’s AC is reduced to 14 (unarmored).

While not in its own skin, the mercurial may attempt to “borrow” the form of another medium- or small-sized humanoid. The mercurial must successfully grapple the target, then attempt to borrow the form as an action on its turn. The target may make a Constitution saving throw (DC 17) to resist this possession. Upon failure, the mercurial disappears into the target’s form, and the target is incapacitated and loses control of its body. The mercurial now controls the body but doesn’t deprive the target of awareness.

While borrowing a form, the mercurial uses its normal statistics except it wears the armor and wields the weapons of the borrowed character. The borrowed character’s hit point total becomes temporary hit points for the mercurial.

While possessed, the host gains a level of exhaustion every X minutes (equal to the character’s Constitution score plus level or CR). The mercurial does not suffer the effects, but they will apply to the body when the possession ends. If the mercurial’s temporary hit points are reduced to 0 or six levels of exhaustion are accrued by the host, the host dies. The mercurial does not have to relinquish the form, but cannot re-borrow it upon leaving (and decay and damage will become apparent over time).

The possession lasts until the mercurial chooses to end it as a bonus action or the mercurial is forced out by an effect like the dispel evil and good spell. When the possession ends, the mercurial reappears in an unoccupied space within 5 feet of the body. The target is immune to this mercurial’s Borrow Form for 24 hours after succeeding on the saving throw or after the possession ends.

Innate Spellcasting. The mercurial’s spellcasting ability is Charisma (spell save DC 17). The mercurial can innately cast the following spells, but only while on its home plane, requiring verbal components:

At will: detect evil and good
1/day each: commune, wish

Magic Resistance. The mercurial has advantage on saving throws against spells and other magical effects.

Mercurial Weapons. The mercurial’s attacks are magical. When the mercurial hits with any weapon, the weapon deals an extra 2d8 psychic damage (included in the attack).

Regeneration. The mercurial regains 10 hit points at the start of its turns. It loses this ability if its skin and bones are reduced to 0 hp, either while worn or as an object (see Borrow Form). The mercurial only dies if it starts its turn with 0 hp while its regeneration is not active.

Actions

Multiattack. The mercurial makes two weapon attacks (either with wielded weapons or with its slams). One or both of these attacks can be used to attempt a grapple.

Longsword (or Other Host Weapon). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing damage plus 9 (2d8) psychic damage.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit:7 (1d6+4) bludgeoning damage plus 9 (2d8) psychic damage.

Mental Blast (Recharge 5-6). The mercurial magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 17 Intelligence saving throw or take 23 (4d8+5) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Image of monster block

Anti-Lathuraz Items

Cloak of Trapping

Wondrous item, very rare
Keywords: Outlands, Confining, Cutting, Dark, Disjointed, Metallic

This distinctive black cloak with silvery star patterns can be used like a net to attack a creature with shapeshifting or possession abilities (and hits automatically if the creature is convinced to wear it voluntarily). Instead of being restrained, on a successful hit the creature is trapped in its current body and/or shape. Attempts to grapple such a target have advantage. While so trapped, the cloak cannot be damaged (attacks simply hit the captured target), and the target’s Strength check DC to escape is 18 (+1 per matched keyword).

It can be worn as a normal cloak by individuals without shapeshifting or possession abilities. It grants the wearer +1d4 on attack rolls to grapple a target. It can be removed quickly by such a bearer as part of the action to attempt to capture a target.

Rod of Mercury

Rod, unique
Keywords: Mount Celestia, Lawful, Good, Bright, Colorful, Metallic

This two-foot cylinder appears to be made of molten silver but is solid when touched. It tugs toward the nearest mercurial on the same plane, with increasing force if the target is close by (but never hard enough to pull free of a grip or move on its own). This allows the bearer to work out the direction and distance of nearby mercurials.

If there is more than one such creature on the same plane, the bearer may make a Charisma check to track a specific mercurial rather than the nearest. The bearer must have seen the target before and speak its name as a command word. The check DC varies based on the number of mercurials nearby and the distance to the intended target. It is generally equal to 15 +1 for every intervening mercurial but -1 for each matched keyword.

Manacles of Lesser Reality

Wondrous item, legendary
Keywords: Unknown Prime World, Confining, Disjointed, Invisible, Mystic, Smashing

This pair of iron bracers with sunburst designs on them have no obvious locking mechanism. While there is no visible chain, they are connected by an implacable force and cannot be separated by more than five feet before snapping back together. They can be attached automatically to the wrists of a willing or unconscious target as an action. If the target is active and unwilling, they must be applied as an action by an individual that has successfully grappled the target.

While worn by a target that would be affected by protection from evil and good, the manacles deactivate the target’s most powerful abilities and actions. In particular, innate spellcasting and attacks that produce energy are usually suppressed while the manacles are worn. If only one manacle is worn, the subject cannot use such abilities on the wearer of the other manacle, and that wearer gains the effects of protection from evil and good against the target. Further, the target cannot move the wearer of the other manacle by pulling against the invisible chain of force: the target simply becomes restrained upon reaching the end of the tether, and may only move in the direction of the other bearer. Any attempts to teleport the target fail if the other bearer objects to the relocation.

The being who applied the manacles may remove them as easily as using any other object, the manacles falling open at a touch. Otherwise, removing them requires a thieves’ tools check (at a DC equal to 20 + 1/matched keyword), on which the creature trapped has disadvantage. This DC drops by 5 if the one who attached the manacles is dead.

If willingly donned by a wearer that is not subject to the effect, the wearer can remove them at any time. They grant the wearer the benefits of the protection from evil and good spell while both bracers are worn, but prevent the wearer from casting spells of 4th level or higher or using supernatural class abilities granted at 7th level or higher. Further, the wearer can remove one manacle and attach it to another willing target or structure that the bracer can fit around (e.g., pole or rope) to make use of the force tether. In this case, neither target loses movement when at the extent of the tether, and physics determines movement.

Sword of Lathuraz

Weapon (longsword), rare
Keywords: Mount Celestia, Lawful, Good, Bright, Colorful, Metallic

You gain a +1 bonus to attack and damage rolls made with this magic weapon. The regeneration trait of a creature struck with this weapon doesn’t function at the start of its next turn (but functions on subsequent turns if not struck again by the sword). Further, a creature reduced to 0 hit points by this weapon that survives gains a permanent level of exhaustion (even if normally immune to exhaustion), and can gain additional permanent levels up to 3 if so “killed” multiple times, but at most one per day. This exhaustion manifests as permanent wounds from the weapon, and can only be removed by greater restoration or similarly powerful magic.

This longsword has an extremely wide-swept guard and appears to be made of silver and mithril that fade in brightness if the wielder is not lawful good. It was created in secret by the mercurial traitor Lathuraz, used to slaughter his way out of his home plane during his betrayal and fight off any of his kinsfolk that attempted to return him. It is said to have turned black as wrought iron when wielded by its creator after his escape.

The sword sheds light as a torch. If the bright keyword is matched, it sheds light as the daylight spell.

It is an ideal anchor point for visual illusions. Illusions that cannot normally move can be attached to it, moving as you move the item. If the colorful keyword is matched, illusions so attached cause the sword to deal bonus psychic damage on each hit equal to 1d4 + the spell level used to create the illusion (e.g., 1d4 for minor illusion or 1d4+3 for major image) until the illusion is disbelieved.

It resonates with nearby silver and mithril, granting advantage to detect hidden caches of these metals. If the metallic keyword is matched, attacks with the sword deal 1d6 bonus radiant damage on each hit against targets that are vulnerable to silver weapons (e.g., damage resistance overcome by silver or magic weapons).

The sword is uncomfortable to wield by characters that are not of lawful good alignment. If the lawful keyword is matched, chaotic wielders suffer disadvantage on attack rolls, and if the good keyword is matched, evil wielders suffer this disadvantage. If both keywords are matched, and the wielder is lawful good, spell slots expended to smite (or used to cast smite spells) with the sword are treated as one level higher.

Planescape in 5e: Four Keyworded Items

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Perhaps the most interesting thing about the Planescape keyword system has been the opportunity to really customize the low-level permanent items my players have been finding. The magical treasure tables in the DMG don’t really start handing out anything particularly exciting until after 10th level. So adding keywords has been a good opportunity to make the items they do find more unique and a little bit more useful, without becoming better than rarer treasure. The examples below show how the keyword system can be used to give theme and origin to even minor items.

The Stairwalker’s Shroud

Amulet of Proof against Detection and Location
Wondrous item, uncommon (requires attunement)
Keywords: Outlands, Disjointed, Invisible, Prophetic, Protective, Stonelike

While wearing this amulet, you are hidden from divination magic. You can’t be targeted by such magic or perceived through magical scrying sensors.

This amulet seems well made, but is worn as if it has seen years of hard use and come through them still in perfect working order, merely comfortably broken in. When reality is against you, it will see you through; once per day, you gain a point of Inspiration when you enter an anti-magic area.

It fades to translucency at the wielder’s desire, granting you advantage on attempts to conceal or hide it. If you become invisible, the item remains invisible even if you briefly lose control of it (though you retain an intuition about its location to enable you to retrieve it).

It always teleports with its owner if it is close to hand. If it’s within ten feet of you when you are teleported, it appears at your feet wherever you land. It will even travel with you if the mode of transport normally will not include items.

If the invisible keyword or at least two other keywords are matched, the item’s protections also apply to divinations that don’t target you directly, but just include you in the area (e.g., detect magic, see invisibility). Spells that grant a new sense (like truesight) may still be able to reveal you.

If at least four keywords are matched, illusion spells you cast on yourself are treated as if you cast them at one spell slot level higher.

If all six keywords are matched, you become slightly translucent at will, and can act as if you are in light one level darker (bright to normal, normal to dim, dim to dark) when attempting to hide or use illusion powers that key off of darkness.

The Alkaline Eye

Sentinel Shield
Armor (shield), uncommon
Keywords: Elemental Earth, Corrosive, Cutting, Dark, Stonelike, Toxic

While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is emblazoned with a symbol of an eye. It is made from a dark but lightweight natural iron streaked with greensteel veins which are more intensely present in the embossed eye.

It is resistant to harm from acid or other sources of corrosion, and will likely even remain intact if its bearer is disintegrated. It is also resistant to slashing damage, being almost impossible to sunder.

The shield resists petrification. It always retains its form, even if its bearer is turned to stone. If trapped by stone (e.g., held by a petrified former owner, pinned in a cave-in, clutched by an earth elemental, etc.) it is easy to withdraw and unlikely to damage the stone in the attempt.

If the dark keyword or at least two other keywords are matched, it gives you advantage on Dexterity (Stealth) checks in darkness or dim lighting by blending into the darkness and allowing you to hide behind it.

If the toxic keyword or at least three other keywords are matched, it can absorb and neutralize poison. You gain advantage on saving throws, or the attacker gains disadvantage on attack rolls against you, for attacks that throw or spit poison (such as the cantrip poison spray).

If the elemental earth keyword or at least four other keywords are matched, you gain advantage to resist negative planar environmental effects.

Fargullen’s First Escape Plan

Ring of Jumping
Ring, uncommon (requires attunement)
Keywords: Pandemonium, Chaotic, Evil, Dark, Motive, Tempestuous

While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so.

This ring is made of smooth black stone, and its dimensions don’t quite add up: held one way, it appears to be a perfect circle, but it looks oblong in different light, creating a vague unease in the viewer that only increases if it is carefully examined. It emits a vague, faint susurration when the listener is distracted which ceases when focused on. Sometimes, these noises seem to edge into faint whispers, urging you to take dangerous actions. No mental effects, be they compulsion or insanity, can make you forget that the item is yours, or give it away/discard it if you wouldn’t when in your right mind.

If the motive keyword or at least two other keywords are matched, treat your Strength as 5 higher when calculating jumping distance (whether or not the ring’s power is active).

It is virtually invisible in the darkness, granting advantage to hide it. If you are attuned to the item, you can see it clearly in the dark (even in supernatural darkness) and, if the dark keyword or at least three other keywords are matched, you gain Blindsight (5 feet) when you are in total darkness and otherwise unable to see.

If the tempestuous keyword or at least four other keywords are matched, and you are attuned to the item, you are constantly under the effects of the feather fall spell. Further, you may choose to move ten feet horizontally for every five feet you fall vertically as you are able to glide somewhat on the wind currents. If you already have a fly speed, it improves by 10 feet.

Bountiful Joy

Weapon +1
Weapon (Khopesh*), uncommon
Keywords: Outlands, Confining, Dark, Disjointed, Protective, Stonelike

You have a +1 bonus to attack and damage rolls made with this magic weapon.

This sword seems well made, forged of a particularly sturdy bronze in the style of the followers of the god Geb. It is worn as if it has seen years of hard use and come through them still in perfect working order, merely comfortably broken in. When reality is against you, it will see you through; you gain a point of Inspiration when you enter an anti-magic area.

Once per day, you may spend Inspiration to take no damage from an attack or effect from a spell that could plausibly harmlessly strike the sword instead of you.

It is always subject to freedom of movement. It doesn’t pass this effect onto the wielder, but means that the item can never become stuck, trapped, or bound in a way that you cannot simply pull it free. Similarly, it resists petrification: it always retains its form, even if its wielder is turned to stone.

If the dark keyword, stonelike keyword, or at least two other keywords are matched, you gain tremorsense with a 5 foot radius when wielding this item, as it subtly vibrates in response to disturbances to the earth and stone next to you.

If the disjointed keyword or at least three other keywords are matched, the sword gains the thrown (20/60) property, and immediately teleports back to your hand at the end of your turn after throwing it.

If the protective keyword or at least four other keywords are matched, once per day you gain a superiority die (as a battle master fighter) that may be used to make the parry maneuver. If you already have superiority dice, this die is the type you use normally; otherwise, it is a d6.

* Since my group is very Dex-heavy, I’m treating this as a larger scimitar (that does 1d8 but isn’t light), effectively a rapier that does slashing instead of piercing damage.

D&D 5e: Coral Gear

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These were taken from the Planescape Doors to the Unknown module, where they were given much shorter descriptions and intended to quickly die off. But several of my players are into creepy body horror bioware and one is playing a Great Old One warlock, so I went ahead and expanded the descriptions to figure out how to keep them alive and give them more versatility. Taken all together, they paint a lovely picture of gear for a sahuagin or deep one assassin/infiltrator.

Not actually magical, these items are composed of a steel-hard shell of colorful coral with an internal biological system that can sprout cilia, crawl somewhat into position, and attach to a living host. They derive most nutrition from this symbiotic relationship, though the host and coral will be healthier with regular intake of seafood. They will also slowly deteriorate if not soaked in seawater for at least an hour a week (a soaked rag placed around the item will do), or periodically fed powdered limestone (or similar material like pearls). If damaged, they heal naturally with their host (undoing the broken condition after a long rest). They can be magically enchanted like the items that they are (though they would lose the enchantments if allowed to die). Their lifespan is unknown.

They can be coaxed to detach from a host with brimstone-based smelling salts, but otherwise must be violently ripped or cut free, dealing major damage to the host (and likely killing the item).

Carapace Breastplate

This large shell wraps the entire torso and shoulders in a thin and articulated but dense shell.

It functions as breastplate armor with no effective weight/encumbrance. It can be worn under clothes (though likely of a larger size than normally required).

If soaked in a solution of various expensive poisons carefully and gradually, it might develop an immunity to toxins that it can pass to its host, granting advantage on poison saves (from poison-coated weapons) and resistance to poison damage.

Claw Grapple

This item is an articulated three-fingered claw attached to a flexible, ropelike tendril. The rope attaches to the back of the wrist then compresses when not in use, the claw laying against the back of the hand. This can make bracers or the equivalent uncomfortable, but does not interfere with shields.

It can be launched to grab protrusions up to ten feet away. This can be used to snag small items at this range or to latch onto the object to yank or swing (and might require an attack roll to target, at the GM’s option). You have advantage on climbing checks and cannot fall more than ten feet (this may not be possible if the surface is extremely smooth and there are no possible grapple holds within range). You can make a grapple check at its range, though it simply tethers you to the target rather than restraining the target (the grapple releases normally with a contested grapple check, or if the target deals 4 or more damage to the rope, giving it the broken condition).

If carefully built up with a paste of high-quality pearls, the claws might be extended long enough that they can be used as a punch dagger, as needed, including striking at the grapple’s range.

Face Shell

This item is a smooth, blank shell the perfect shape to fit over a humanoid’s face and, in fact, happily binds itself like a mask if so placed. The host does not have any problem seeing or breathing, but needs to remove the shell to eat. Unlike the other devices, it seems a little easier to coax into releasing so its host can consume food, and can even be trained to move to sit on a shoulder when not in use as a mask.

The shell grants you darkvision to 30 feet, or 120 feet in saltwater. Additionally, it allows you to breathe water (or air, if you normally breathe water). Finally, it filters inhaled toxins, giving you advantage on saving throws against inhaled poisons or airborne diseases. However, due to its unnerving blank visage (the only sign of the eyes are slightly more vivid circles of color), you have disadvantage on any Charisma checks relying on generating positive feelings (e.g., intimidation is not affected).

A potentially unnerving feature of the shell is that it could be placed on the face of a corpse submerged in seawater and powdered hermit crab shells, gradually turning into a death mask of the subject as the body decays. You subsequently gain advantage on Charisma (Deception) rolls and similar rolls to masquerade as the subject using disguise self, alter self, or similar form-concealing magic. The mask helps mimic the subject’s voice and mannerisms. It can only retain one such subject at a time.

Mantis Blade

When detached, this looks like a long, thin sword blade. It can be attached behind the wrist, at which point it hinges back when not in use, resting against the back of the forearm. This makes it challenging to wear anything else on that arm, such as a bracer, shield, or even tight sleeves.

It functions as a rapier (but can instead act as a shortsword if you are not proficient in rapier or want to use it as an offhand weapon). It also works as a prybar, and has enough dexterity to be bent as desired to manipulate objects as would make sense for its structure.

If soaked in a bath of seawater and powdered silver, iron, or adamantine, it could conceivably take enough of those metals in to strike creatures harmed only by those materials as if made of that material.

Reservoir Valve

This item is a roughly cylindrical shell around the size of a large man’s fist. When attached, it flattens somewhat and tries to find a location on the back where it will not be an impediment.

The valve contains a naturally-generated healing potion. It can contain one charge at a time, and regains this charge when you take a long rest that you begin with both full hp and hit dice (i.e., it absorbs your unneeded natural healing). It can also have a charge restored by casting two levels of healing magic into it (e.g., either two first-level cure wounds or one cast at second-level). You can expend the charge as a bonus action to have it inject you with the potion so you heal 2d4+2 hp. Additionally, if you are reduced to 0 hp, the valve automatically expends its charge, if available, to heal you at the beginning of your next turn, before you have to make a death saving throw.

If bathed in a solution of several higher-powered healing potions as well as a high-quality oceanic chemicals, it might have the power of its healing solution improved to more closely mimic these better potions.

D&D 5e: Average Treasure Hoards

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Page 133 of the 5e DMG suggests that a typical campaign* awards seven 0-4 hoards, eighteen 5-10 hoards, twelve 11-16 hoards, and eight 17+ hoards. I made a big spreadsheet and figured out what the average results of those tables look like, all added together:

CR Individual Award (per creature) Total GP Value of Cash, Gems, and Art Magic Item Table Rolls
0-4 5 gp 2,630 A x 6, B x 3, C x 2, F x 2
5-10 93 gp 81,797 A x 10, B x 9, C x 5, D x 1, F x 6, G x 2
11-16 947 gp 434,550 A x 4, B x 6, C x 9, D x 5, E x 1, F x 1, G x 2, H x 3, I x 1
17+ 8,470 gp 2,688,200 C x 4, D x 9, E x 6, G x 1, H x 2, I x 4

 

For reference, after all the hoards are awarded (and not counting the pocket change of individual awards) I got a total of 3,207,177.30 GP plus 104 items. The vast majority of the money comes from 17+ hoards, and there are only 46 items found in the first two sets of hoards (and most of it is from tables that primarily award potions and scrolls).

While I’m sure a lot of GMs enjoy rolling up loot at the table, I’m more methodical and also know that I will totally forget to give out sufficient** treasure if I don’t have a plan up front to award it.

For my games, I’m basically chopping this up into 8-13 packages per tier, making sure to give out at least one item in each package, and randomizing the distribution of the GP value a bit. Then, when I decide what each package makes sense for I split up the value into art, gems, and cash (e.g., a goblin hoard might be a ton of copper and silver, an elemental will be all gems, and humanoids with neat nonmagical gear will have that taken out of the budget as “art”). I’m also pre-rolling the items, so I also try to assign the containing package to an encounter that would make sense to have that particular item.

You could obviously also totally divorce the items from the value packages, and sometimes give out multiple items with little or no cash, and sometimes just nonmagical items of value.

 

* I assume this is for four PCs. Presumably you should raise the total by 25% for five, 50% for six, etc.

** Not that 5e really seems to care if you get anywhere close to the normal distribution.

Planescape in 5e: Special Features, Keywords

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  • Bright: This item sheds light at the brightness of a torch (though it is white, unwavering light). If the item would already shed light, its brightness is doubled.
  • Cold: This item remains a pleasant temperature in extreme cold, and will not become brittle or accumulate ice and frost. It doesn’t protect the bearer from the cold, but at least remains usable in a blizzard.
  • Corrosive: This item is resistant to harm from acid or other sources of corrosion, and will likely even remain intact if its bearer is disintegrated.
  • Cutting: This item is resistant to slashing damage (it doesn’t pass the resistance to the bearer, but is very difficult to cut or sunder). If it is a blade, the edge is extremely difficult to dull.
  • Dark: This item is virtually invisible in the darkness, granting advantage to hide it (and advantage to Dexterity (Stealth) checks in the dark if it is a suit of armor or clothing). If you are attuned to the item, you can see it clearly in the dark (even in supernatural darkness).
  • Energetic: This item never builds up a static charge, and tends to be impervious to Lightning damage (causing it to safely flow around the item). If it is armor, a wielded weapon, or other large item, you may add +1d4 to your saving throws to avoid Lightning damage.
  • Hot: This item cannot be damaged or destroyed by anything less than the most extreme heat or fire. It doesn’t pass this immunity on to the bearer, but at least it will survive the firestorm intact. It never becomes uncomfortably warm, including ignoring the effects of heat metal if directed at the item.
  • Invisible: This item fades to translucency at the wielder’s desire, granting you advantage on attempts to conceal or hide it. If you become invisible, the item remains invisible even if you briefly lose control of it (though you retain an intuition about its location to enable you to retrieve it).
  • Mental: This item is keyed to the wielder’s mental desires. Any powers it possesses that would normally be activated with a word may instead be activated silently. Some may activate when you need them, even if you do not consciously activate them.
  • Penetrating: This item is unusually dense, making it resistant to attempts to rip or puncture it. It is it armor, attacks that would normally bypass it must instead attack normally.
  • Smashing: This item is very sturdy, and resists attempts to crush it or break it through pure force. If it is a container, its contents are twice as likely to survive impacts or falls.
  • Sonic: This item has a flat audio resonance. Unless it is a musical instrument, it makes very little noise when struck, and is immune to Thunder damage.
  • Toxic: This item absorbs poisons. If you use it to aid in harvesting poison, there is no danger of accidentally poisoning yourself. If it is a weapon, any poison applied to it remains viable indefinitely (until it strikes an opponent).
  • Bestial: Unintelligent animals somehow comprehend the usefulness of this item. If you affix it to an animal, it will retain it if reasonable rather than reflexively trying to scrape it off. If the animal has the required dexterity, it may even use it appropriately (e.g., an ape using a weapon in combat).
  • Colorful: This item is an ideal anchor point for visual illusions. Illusions that cannot normally move can be attached to it, moving as you move the item. If deliberately incorporated into the illusion, some parts of it may be static while others move along with the item (e.g., using minor illusion to create an unmoving rock and waving grass).
  • Confining: This item is always subject to freedom of movement. It doesn’t pass this effect onto the wielder, but means that the item can never become stuck, trapped, or bound in a way that you cannot simply pull it free.
  • Disjointed: This item always teleports with its owner if it is close to hand. If it’s within ten feet of you when you are teleported, it appears at your feet wherever you land. It will even travel with you if the mode of transport normally will not include items.
  • Fluid: This item attracts condensation. This means that it is usually slightly damp. But, if left overnight in a watertight container (e.g., a pot or bucket), it generates a day’s worth of drinking water for you in all but the most arid environments.
  • Metallic: This item emits an aura that resonates with nearby metals, causing it to have a tactile hum that changes based on their presence or absence. This grants you advantage on rolls to detect hidden metal objects (e.g., traps, treasure, ore veins, etc.).
  • Motive: This item is sensitive to the intentions of its wielder when it comes to motion. You have advantage on attempts to resist being disarmed of the item. All ranges are doubled when you throw it or use it to launch projectiles.
  • Mystic: This item is easy to understand, mystically, revealing all its powers and abilities through simple inspection during a rest. However, it does not reveal its aura when subjected to detect magic or similar powers from anyone but its wielder. It shines like a beacon to detect magic, however, if it is not currently wielded, eager to be used.
  • Prophetic: This item is more likely than most to be included in prophecies (if only as a significant clue to the identity of the wielder within the prophecy). If you are attuned to it, you may automatically recognize it when it is mentioned in a prophecy or in the histories (including legend lore).
  • Protective: This item’s other defensive powers are likely to be slightly enhanced. Once per day, you may spend Inspiration to take no damage from an attack or effect from a spell that could plausibly harmlessly strike the item instead of you.
  • Restoring: This item makes it easier for the wielder to heal. Once per day, whenever dice are rolled to restore your hit points, you may choose to reroll the lowest die and keep the new result if it is higher.
  • Stonelike: This item resists petrification. It always retains its form, even if its wielder is turned to stone. If trapped by stone (e.g., held by a petrified former owner, pinned in a cave-in, clutched by an earth elemental, etc.) it is easy to withdraw and unlikely to damage the stone in the attempt.
  • Tempestuous: This item is always surrounded by an aura of clean, breathable air. This can be used by the wielder to survive underwater, in the void, or when in an area where the air is toxic or diseased.
  • Transforming: This item resizes itself to fit a wielder of any size, and automatically transforms into a viable form if the wielder changes shape (which may include simply fading into the transformation if the form is such that the item cannot reasonably be used).
  • Wooden: This item cannot be lost in the midst of floral growth. Even fast-growing plants will grow around it or lift it to the surface of the bloom (rather than encasing it in vines and roots). If it is a weapon, it never becomes stuck when chopping wood or attacking plant creatures.
  • Chaotic: This item is confusing for the ordered mind. A non-chaotic character is subjected to the confusion spell upon attempting to wield or use it (saving throw DC 10 for a Common item, +2 for each rarity, up to DC 18 for a Legendary item); non-lawful characters have advantage on this saving throw. This effect can trigger once per day per character, the first time the character attempts to wield or use the item.
  • Evil: This item whispers dark impulses to the wielder in moments with the capacity for greatest harm. Once per day, the wielder is subjected to the command spell in a moment where a single word action could do the most harm (e.g., “slay,” “attack,” “lie,” etc.). The saving throw DC is 10 for a Common item, +2 for each rarity, up to DC 18 for a Legendary item. Non-good characters are not exempted from this effect, but are more likely to be commanded to do things they wanted to do anyway.
  • Good: This item attempts to prevent the negative emotions that lead to evil. Once per day, whenever the wielder feels or is subjected to a strong negative emotion (e.g., hatred, lust, rage, despair, revulsion, contempt, etc.), the item casts calm emotions on the wielder only. The saving throw DC is 10 for a Common item, +2 for each rarity, up to DC 18 for a Legendary item. Non-evil characters are not exempted from this effect, but likely feel the targeted emotions less often than those with darker impulses.
  • Lawful: This item requires an orderly, ritualized series of steps to wield that are difficult for those of a less rational bent. Upon first wielding the item (and after each long rest while continuing to wield the item), non-lawful characters must make an Intelligence (Arcana or Religion) check, with failure causing the item to act as if it were non-magical for the character until the next attempt (though retaining any magical drawbacks). Non-chaotic characters have advantage on this check. The check DC is 12 for a Common item, +2 for each rarity, up to DC 20 for a Legendary item.

Planescape in 5e: Special Features, Other Planes

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  • Elemental Air: This item is almost invisible, woven of frozen air currents that flicker with subtle mists and electricity. Its weight is negligible, adding no encumbrance, but it might also be blown away in a stiff breeze if not firmly held or stowed. This lightness somehow doesn’t limit its effectiveness as arms or armor. This item also usually has the Tempestuous keyword.
  • Elemental Darkness (Negative): This item is perfectly black, absorbing all light, making it difficult to truly gauge its shape except by feel. Living characters that wield it lose one healing surge after a long rest. The first time you are struck by Radiant damage each day, you act as if you had resistance (as the item absorbs some of the energy). This item also usually has the Dark keyword.
  • Elemental Earth: This item is entirely made from metal, gems, and stone. When set upon the earth (or a stone embedded in the earth) it will not move from its position without great effort (Strength (Athletics) DC 15) unless you choose to pick it up again. This item also usually has the Stonelike keyword.
  • Elemental Fire: This item seems to be made from congealed fire, somehow given permanent physical form. It is always slightly warm, which can be helpful in a dangerously cold environment. This item also usually has the Hot keyword.
  • Elemental Radiance (Positive): This item is perfectly mirrored, reflecting all light that touches it. Undead characters that wield it suffer a point of Radiant damage each minute. Living characters that wield it gain an additional +1 HP for each die of healing they receive. This item also usually has the Bright keyword.
  • Elemental Water: This item seems carved out of ice, though it is only slightly cold. It floats in water as if it was made of wood, unless you are deliberately swimming beneath the surface (in which case, it floats at about your level within the deeps). This item also usually has the Fluid keyword.
  • Paraelemental: This item appears to be a strange hybrid of two materials based on which paraelemental plane produced it. It demonstrates whichever ability is most applicable to the current situation, but likely also suffers some unexpected drawback from the combination of elements.
  • Quasielemental: This item appears to be a brighter or darker version of its core element. It has the powers and drawbacks of items from either realm.
  • Astral: This item seems to be woven through with faint silver threads and, when looked at in the correct state of mind, only the threads seem truly real, the rest merely an illusion strung between them. You retain this item even when having an out-of-body experience, and it may be wielded by or used to strike creatures of pure thought. This item also usually has the Mental keyword.
  • Ethereal: This item seems slightly immaterial, hinting at translucency, its interior a flowing mist. It is able to be used/carried/worn by beings that are incorporeal, and has no difficulty striking them.
  • Ravenloft (Ethereal): This item likely carries a Baroque flair to its design, hinting at a culture with a strangely deep artistic tradition. While wielding this item, if you are about to commit a deeply evil action—or sometimes about to start down that path with something that seems to have good, but flawed, intentions—you can feel the attention of vast powers regarding you with anticipation.
  • Feywild: This item has no ferrous components, and it is made entirely from nigh-eternal materials that resist corrosion and decay. It has resistance against acid damage and other attacks that seek to unmake it with decay.
  • Beyond: This item doesn’t seem to use a standard geometry in its construction, all curves and hints at additional dimensions, made of materials that aren’t quite natural to any known realms. Powers and Proxies of the Great Wheel have a hard time even seeing it, granting advantage on rolls to conceal it from gods, celestials, or fiends.
  • Athas (Dark Sun) (Prime): This item is made without metal, replacing normal metal elements with bone, stone, or crystal. It maintains its magical nature by slowly draining the life from nearby plants, and dangerous plants will usually avoid you while you wield it.
  • Khorvaire (Eberron) (Prime): This item appears too-well-made, as if mass-produced by purpose-built machinery. It may feature subtle mechanisms beyond the technology level of most worlds. It slowly repairs itself if broken, and attempts to speed the process of mending have advantage.
  • Krynn (Dragonlance) (Prime): This item is likely illustrated with symbols of dragons and white, red, and black moons and any components that should be steel are instead iron or other metals. The item seems attuned to tidal forces, making it easy for you to, with some practice, sense the rough time of day and phase of the moon.
  • Oerth (Greyhawk) (Prime): This item seems like a real classic, well-but-simply made out of durable materials that keep their shine and luster. If used conspicuously in your adventures, it quickly finds itself becoming a significant element in your personal legend and may gradually accrue heroic powers from this acclaim.
  • Toril (Forgotten Realms) (Prime): This item appears to be an exemplar of its form, as if an illustration of the item was brought to life. Having lived through multiple magical upheavals, this item continues to have its same abilities even on planes with unusual rules for magic.

Planescape in 5e: Special Features, Outer Planes

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Items tend to have special features, one per keyword, when they do not have an actual special power for that keyword. These replace or supplement the special features starting on page 141 of the DMG. The features may not function when on a plane without the associated keyword, at the GM’s option.

  • Abyss (C E): This item’s edges are essentially fractal, infinitely complex the closer you look. It tends to buzz angrily in the presence of lawful Proxies, particularly devils. This item also usually has the Chaotic and Evil keywords.
  • Acheron (L E/N): This item’s appearance is geometric, likely divided into squares and cubes. It is surprisingly easy to carry on campaign, generating half the encumbrance its weight would otherwise specify. This item also usually has the Lawful keyword.
  • Arborea (C G): This item is made of bronze, brass, and natural materials that have not been heavily worked, and it is slightly larger than other examples of its kind. If lost, it will eventually find its way back to you if you have used it for great deeds. This item also usually has the Chaotic and Good keywords.
  • Arcadia (L G/N): This item is a statistically average (though high-quality) example of its form, not exceeding normal tolerances for dimensions or using flashy patterns. It resists being hidden by illusion, always looking like itself no matter the magical disguise, and it remains stubbornly visible even if you are invisible. This item also usually has the Lawful keyword.
  • Baator (Hell) (L E): This item is black and red in color, made of materials that naturally have these colors. It cannot be stolen from its owner, whether by dexterity or legal trickery. As long as you live, you must drop it through true accident or deliberately transfer ownership to lose it. This item also usually has the Lawful and Evil keywords.
  • Beastlands (N/C G): This item is made as much as possible of ostentatious furred leathers. While you carry it, animals are likely to treat you as an apex predator and avoid you or cower before you unless desperate or compelled. This item also usually has the Good keyword.
  • Bytopia (L/N G): This item is well-made and perfectly, perhaps ostentatiously, symmetrical, likely including patterns that are hard to mirror properly by inexperienced craftsmen. Damage that does not extend to both halves of the item will slowly fade as it returns to quality and symmetry. This item also usually has the Good keyword.
  • Carceri (C/N E): This item seems hastily created by repurposing some other item, filing it down and potentially affixing it to an unrelated object. You have advantage on checks to keep the item hidden. This item also usually has the Evil keyword.
  • Elysium (N G): This item has a nautical theme, likely incorporating motifs and materials used for sailing or found near the sea. When you are on a quest to accomplish a good deed, you and your allies travel to your destination 10% faster than you otherwise would. This item also usually has the Good keyword.
  • Gehenna (L/N E): This item’s hard surfaces are made of igneous rock and sharp, black obsidian, while its softer materials seem suffused with ash and soot that never cleans out but blackens the hands of wielders. If you present it, you gain advantage on Charisma checks to convince fiends to leave you alone, as it serves as a token of neutrality in the Blood War. This item also usually has the Evil keyword.
  • Gray Waste (N E): This item is dull gray in appearance, as if all its natural colors have washed out. You have advantage on saving throws to resist effects that try to cause emotions (including Charmed and Frightened), but you also have trouble feeling natural emotions while wielding the item. This item also usually has the Evil keyword.
  • Limbo (C N): This item never looks exactly the same twice, slowly flickering between examples of its form when no one is looking. If you suffer a Wild Magic Surge while wielding it, you may choose to flip the 10s and 1s digits to get a different result on the chart. If you are attuned, you may make a Charisma saving throw (DC 15) to call the item to your hand from anywhere within the same plane. This item also usually has the Chaotic keyword.
  • Mechanus (L N): This item appears to be a complicated mechanism that has been disconnected from its original machinery and frozen in its current function. Modrons may be able to incorporate it into their own bodies, and skilled mechanics might be able to unlock additional functions. This item also usually has the Lawful keyword.
  • Mount Celestia (L G): This item’s metals are silver and gold, while its other components are brightly colored. When wielded by someone Chaotic and/or Evil, its colors fade, but they shine brightly, giving off a faint but cheery light if you are Lawful Good. Those that can confirm the item’s provenance know that there is no way to fool its assessment of your morality. This item also usually has the Lawful and Good keywords.
  • Outlands (N N): This item seems well made, but is worn as if it has seen years of hard use and come through them still in perfect working order, merely comfortably broken in. When reality is against you, it will see you through; you gain a point of Inspiration when you enter an anti-magic area.
  • Pandemonium (C E/N): This item’s dimensions don’t quite add up, creating an unease in the viewer that only increases if it is carefully examined. Screaming faces sometimes appear in the material out of the corner of the viewer’s eye. No mental effects, be they compulsion or insanity, can make you forget that the item is yours, or give it away/discard it if you wouldn’t when in your right mind. This item also usually has the Chaotic keyword.
  • Ysgard (C G/N): This item is etched or woven with numerous runes speaking of its history and abilities, and it likely features rich-hued wood cut from the world tree in its construction. It takes you one minute less than normal to cast a Ritual when wielding the item. As a free action you may willingly take a point of damage (e.g., to prolong a Rage). This item also usually has the Chaotic keyword.
  • Sigil (Outlands): This item seems to have a slight tarnish or patina no matter how much you try to make it shine. If it is the key for a portal or gate, it will vibrate noticeably when brought within a few feet of the bounds of the doorway (as a warning you’re about to travel unexpectedly, or clue to where the doorway is).

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